

// The code for the TerrainTriangleSelector is based on the GeoMipMapSelector
// developed by Spinz. He made it available for Irrlicht and allowed it to be 
// distributed under this licence. I only modified some parts. A lot of thanks go to him. 

#ifndef __C_TERRAIN_TRIANGLE_SELECTOR_H__
#define __C_TERRAIN_TRIANGLE_SELECTOR_H__

#include "ITriangleSelector.h"
#include "IMesh.h"

namespace irr
{
    namespace scene
    {

        class ITerrainSceneNode;

        //! Triangle Selector for the TerrainSceneNode
        //! The code for the TerrainTriangleSelector is based on the GeoMipMapSelector
        //! developed by Spinz. He made it available for Irrlicht and allowed it to be 
        //! distributed under this licence. I only modified some parts. A lot of thanks go to him. 
        class CTerrainTriangleSelector : public ITriangleSelector
        {
        public:

            //! Constructs a selector based on an IGeoMipMapSceneNode
            CTerrainTriangleSelector(ITerrainSceneNode* node, s32 LOD );

            //! Destructor
            ~CTerrainTriangleSelector();

            //! Clears and sets triangle data
            virtual void setTriangleData ( ITerrainSceneNode* node, s32 LOD );

            //! Gets all triangles.
            void getTriangles ( core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, 
                const core::matrix4* transform = 0 );

            //! Gets all triangles which lie within a specific bounding box.
            void getTriangles ( core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
                const core::aabbox3d<f32>& box, const core::matrix4* transform = 0 );

            //! Gets all triangles which have or may have contact with a 3d line.
            virtual void getTriangles ( core::triangle3df* triangles, s32 arraySize,
                s32& outTriangleCount, const core::line3d<f32>& line, 
                const core::matrix4* transform = 0 );

            //! Returns amount of all available triangles in this selector
            virtual s32 getTriangleCount ( ) const;

        private:

            friend class CTerrainSceneNode;

            struct SGeoMipMapTrianglePatch
            {
                core::array<core::triangle3df>	Triangles;
                s32								NumTriangles;
                core::aabbox3df					Box;
            };

            struct SGeoMipMapTrianglePatches
            {
                SGeoMipMapTrianglePatches ( )
                {
                    TotalTriangles = 0;
                    NumPatches = 0;
                }

                core::array<SGeoMipMapTrianglePatch>	TrianglePatchArray;
                s32										NumPatches;
                u32										TotalTriangles;
            };

            ITerrainSceneNode*		SceneNode;
            SGeoMipMapTrianglePatches	TrianglePatches;
        };

    } // end namespace scene
} // end namespace irr


#endif // __C_TERRAIN_TRIANGLE_SELECTOR_H__

